Dax128's page

Organized Play Member. 13 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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I said the same thing, but he's a newbie, so....will be a lesson learned. I'm figuring at least 2 tpks probably more lol.


Lots of good ideas here, will keep some of these as backup ideas for the tpk I'm sure is coming. And thanks for replying, appreciate the help.

I think I've committed to a reach cleric with ferocity and tactics domains. I am leaning human for the extra feat since cleric is feat starved. If not human than half orc,but would have to look it over carefully to justify the loss of a feat.


Looking at bard did nothing for me personally.

I'm kind of tempted to play a sorcerer to be honest especially since we don't have a face character since everyone dumped charisma. Can always use UMD to wave a Healy wand or scroll.

Any advice on sorcerer that isn't a nuker? He is allowing archetypes and spells from the advanced and ultimate books.


Will look at bards, never played one before so no idea what to do with them lol.

I would love to play a witch and was all set to play one before he locked it to core and then I cried haha. I'm kind of hoping if we tpk like 2 or 3 times he opens up advanced player classes.


Hey all,

Getting ready to start emerald spire, our party is a monk, knife master rogue, and a barbarian.

We are limited to core races and classes with a 20 pt buy system and crafting magic items is limited to 1 item per session for arms, armor, rods, or wands.

I was planning on playing a debuff style character, but with lack of a dedicated healer, I think we would be in trouble.

That being said, I could use some help coming up with a character please. I was kind of thinking a reach cleric, but we have a lot of dmg and not much in way with control, do we even need a healer or could we suffice with a healing items so I could go arcane?

Please no spoilers to emerald spire as we want to be surprised, and I figure we will tpk once or twice lol.

Please help me come up with something to support the other players.

Thanks a bunch!


Hey all,

So my GM wants to run emerald spire for us, he's limiting us to core classes and races, but allowing stuff from CRB, APG, UC, UM, UE for other stuff like spells, traits, feats, etc.

I'm kind of wanting to play a more random character and think I want to focus on a debuff cleric thats kind of bad touch themed. Right now I'm looking at a human cleric, and he's letting me pick domains without deity restrictions so I like the idea of a madness/travel combo, lets me pop in and out with the travel 8 ability.

I'd just like some advice on if I'm on the right track here build wise, not looking to min/max and assume we will probably die a few times, but just wanted to try this.

****Please note this is a roll20 game, and the dice like to average roll on there, A LOT!

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Human Cleric of Madness (level 1)
20 point buy: 12/14/14/12/16(2)/7

Traits: (he's using 3)
Reactionary, Focused Mind, Eyes and ears of the city.

Domains: Madness/Travel

Armor: Studded Leather and Buckler
Weapons: Morning Star

Planned Feats:
1 Combat Casting
1 Spell Focus: Enchantment
3: Reach Metamagic
5: Bounce Metamagic
7: Persistent Metamagic?
9: Craft Rod
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Should I switch the str and dex? I plan to be in the fray of things for touch spells and not sure if the bonus to the touch or AC will be more beneficial, I know as time goes on AC is basically pointless compared to attack bonuses creatures get.

I have reach metamagic listed, but also think I could get a lesser rod pretty quickly, he tosses a lot of loot at times. Also not sure how much concentration I'll need later on, Between the feat and the trait thats a plus 6 to cast defensively, am I going overboard on it?

Please don't give any spoilers to emerald spire, I want to go in as blind to it as possible.

Appreciate any advice here, again not a min/max and don't think he'll live anyway, just wanna get some kind of bang for my buck and not be totally useless to start.

Thanks in advance =)


Song if extinction lol, didn't see the typo. Gate would work well yes, good call and thanks for the suggestion.

I kind of wanted to drag it out so that they had like 6 or 7 rounds to try and stop the gate from opening, so maybe I can try and slide that spell into an actual "gateway" that would have to be reactivated, make it more dramatic lol.

Appreciate the advice, thanks!


Hey all, could use some help with figuring out a ritual.

Essentially the party is coming up on the end game encounter, and my big boss evil plot is to open a gateway to a god's domain where he plans to use a home brew version of an item that functions like song of extention.

What I need to know, is if anyone knows of a ritual or anyway to access a gods domain or if I'm working blind on this?


Thank you so much, these are all viable options and I appreciate the insight.


Well, now you have me looking at hunter lol. That seems to be what I was looking for with emphatic link and what not. Also plan to increase wolf int to 3 for ease of play.

Leaving animal out of town could work in some scenarios, but this next adventure has the enemy compound in town, and we either have to sneak in or bluff our way inside. I'd like to keep wolf with me so that's why trying to figure out way to make him look like a simple dog a merchant might keep around.


Hey all, working on a ranger in an upcoming adventure, and he has a wolf as his animal companion.

Have 2 questions, the first is, is there anyway to disguise the wolf, walking through town might raise eyebrows, and since we are trying to infiltrate an enemy compound a reputation of a pathfinder with a wolf might be noticed. I've seen hat of disguise but that has a 10 min duration, is there anyway to keep him disguised continously.

The second question is I would like to be able to communicate with my pet for flavor reasons. Is there any way to form a telepathic bond to my companion or a way for me to understand him?

Appreciate any help here, thanks.


Thanks for the advice. Appreciate it, how would he make a lieutenant if he wanted to? Read where one necromancer put his skeletons in a bag of holding after making sure they couldn't rip it lol.

He's going as a cleric of nethys to be true neutral and have access to undead stuff. He started good, but he is obsessed with greed and has done some questionable actions during the everflame setting we've been running, hes even gone as far as triggering traps for loot, and trying to kill someone for their weapon. So rather than have him start over I'm willing to revamp him through an up coming plot point.

It should be interesting since the party wizard has a background where she was manipulated as an apprentice by a necromancer so not sure how she's gonna react to him using spells like this.


Does anyone know if there is a range of how far undead can be from a necromancer? One of my players is going evil cleric with animate dead, and wants to know if while in town he can keep his skeletons out of town so not to raise issues.